Prototyping
Building quick, incomplete versions of an idea, from a paper sketch or a cardboard mock-up to something that works, to answer a design question before developing the idea.
What it’s for
It helps you make mistakes cheaply: finding out something doesn’t work before building it for real, while fixing it still costs little.
Key elements
Role
Does it do what the person needs?
Look and feel
How does it look, sound and feel to use?
Implementation
Can it be built, and how?
Low or high fidelity
A rough prototype is cheap and changes in minutes; a polished, interactive one lets you test details, but costs more.
An example
An app for booking a time slot at a sports center.
What matters is not how finished a prototype looks, but what question it answers.
How it’s done
Choose the question: whether it works for people, how it looks or whether it can be built.
Build the minimum that answers it: paper, cardboard, mock-up, wireframe or code.
Test it and decide what to change.
Applications in design
When to use it
When you have a specific question about an idea and want to answer it before investing in developing it.
Avoid
Polishing the look when you don't yet know if the idea works.
Don’t fall for it
A very polished prototype makes people comment on the color rather than the idea.
Connections
Related to
- Sketching, Method
- Bodystorming, Method
- Contextual Design, Process
- Crazy 8s, Method
- Design thinking, Approach
- Interaction design, Discipline
- UX design, Discipline
- Tangible interaction, Specialty
- Role playing, Method
- Lean Startup, Process
- Lean UX, Approach
- LEGO® Serious Play®, Method
- Wizard of Oz, Method
- Mockup, Artifact
- Experience prototyping, Method
- Desktop walkthrough, Method
- Design speed dating, Method
- Design sprint, Process
- Storyboard, Method
- Usability testing, Method
- Wireframe, Artifact
Authors and works
- 1997
Stephanie Houde and Charles Hill
Proposed classifying prototypes by the question they answer: role, look and feel, or implementation.
- 1996
Jim Rudd, Ken Stern and Scott Isensee
Compared the advantages and limits of low- and high-fidelity prototypes.
Sources
Original sources
- Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. Helander, T. K. Landauer, & P. Prabhu (Eds.), Handbook of human-computer interaction (2nd ed.). Elsevier.
- Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. interactions, 3(1), 76–85.
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